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Charge Combo: Difference between revisions

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(Single and Continuous seem to be wikitroid specific terms, so let's get rid of them. I vote for replacing them with "projectile" and "streaming", if we even need specific terms.)
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'''Charge Combos''' are optional items that essentially combine the [[Charge Shot]] and [[Missile Shot]]. None of them are required outside of the Super Missile. The '''Charge Combo''' works by fully charging the corresponding [[Beam Weapon]] and then releasing the charge which will fire a [[Missile]]. Two types of Charge Combo's exist: Single and Continuous. The difference in the types of Charge's is that the single simply fires a small cluster of missiles while the continuous is a constant stream. Charge Combo's presently only exist in two games: ''[[Metroid Prime]]'' and ''[[Metroid Prime 2: Echoes]]''.
[[File:Supermisslepowerup.jpg‎|thumb|200px|right|Super Missle Power Up as seen in ''[[Metroid Prime]]'']]
[[File:Supermisslepowerup.jpg‎|thumb|200px|right|Super Missle Power Up as seen in ''[[Metroid Prime]]'']]
'''Charge Combos''' are weapons that essentially combine the [[Charge Shot]] and [[Missile Shot]]. They are found in ''[[Metroid Prime]]'' and ''[[Metroid Prime 2: Echoes]]''. Aside from the Super Missile, all of them are optional. The Charge Combos are activated by fully charging the corresponding beam weapon and then firing a [[Missile]]. Most Charge Combos fire a single projectile. However, several fire a continuous stream.


== ''Metroid Prime'' ==
__TOC__
 
<center>
<center>
{| class="wikitable" border="1"
{| class="wikitable" border="1" style="margin-top:.5em; border-collapse:collapse;" cellpadding=4
!Name
!Name
!Beam Weapon
!Beam Weapon
!Missile Cost
!Ammunition Cost
|-
|-
|Super Missile
|Super Missile
|Power Beam
|Power Beam
|5
|5 Missiles
|-
|-
|Wavebuster
|Wavebuster
|Wave Beam
|Wave Beam
|10 + 5 per second
|10 Missiles, 5 additional missiles per second
|-
|-
|Ice Spreader
|Ice Spreader
|Ice Beam
|Ice Beam
|10
|10 Missiles
|-
|-
|Flamethrower
|Flamethrower
|Plasma Beam
|Plasma Beam
|10 + 5 per second
|10 Missiles, 5 additional missiles per second
|-
|Darkburst
|Dark Beam
|5 Missiles and 30 Dark Ammo
|-
|Sunburst
|Light Beam
|5 Missiles and 30 Light Ammo
|-
|Sonic Boom
|Annihilator Beam
|5 Missiles, 30 Light Ammo, and 30 Dark Ammo
|}
|}
</center>
</center>
==== Super Missile ====
==== Super Missile ====
[[File:Supermisslemetroidprime.png‎|thumb|200px|right|Super Missle as seen in ''Metroid Prime'' on the [[Wii]]]]
[[File:Supermisslemetroidprime.png‎|thumb|200px|right|Super Missle as seen in ''Metroid Prime'' on the [[Wii]]]]
 
The '''Super Missile''' is the Charge Combo of the Power Beam. It fires a more powerful version of the standard missile. Samus does not attain this until after finding the Wave Beam. The Super Missile is the single most useful and essential Charge Combo in the entire game. Before this combo is attained, several enemies that could only take Power Beam damage were oftentimes very difficult and time consuming to kill. With this combo the game is much easier to progress through.
The '''Super Missile''' is the Charge Combo of the Power Beam, and is a Single Charge Combo. You wont be able to attain this until after you have received the Wave Beam. The '''Super Missile''' is one of the single most useful and essential Charge Combos in the entire game. Before this combo is attained, several enemies that could only take Power Beam damage were often times very difficult to kill as well as extremely time consuming. With this combo the game is much easier to progress through.


==== Wavebuster ====
==== Wavebuster ====
The '''Wavebuster''' is the Charge Combo of the Wave Beam, and is a Continuous Charge Combo. It fires a stream of electricity, paralyzing enemies.
The '''Wavebuster''' is the Wave Beam's Charge Combo. It fires a stream of electricity, automatically locking onto and causing continuous damage to a single target. If the target dies or moves out of its range, the Wavebuster will automatically choose a new target. It is capable of paralyzing enemies.


==== Ice Spreader ====
==== Ice Spreader ====
The '''Ice Spreader''' is the Charge Combo of the Ice Beam, and is a Single Charge Combo. It coats whatever it touches in a thick layer of ice, and can freeze multiple targets.
The '''Ice Spreader''' is the Ice Beam's Charge Combo. It fires a single missile, coating the target in ice. Because an ice sheet spreads from the point of impact, the Ice Spreader is capable of freezing multiple enemies.


==== Flamethrower ====
==== Flamethrower ====
The '''Flamethrower''' is the Charge Combo of the Plasma Beam, and is a Continuous Charge Combo. It fires a short-ranged stream of fire, which deals immense damage to all it touches. It is useful against large groups of enemies, as it can be swept across them quickly.
The '''Flamethrower''' is the Plasma Beam's Charge Combo. It creates a continuous stream of fire, causing severe damage to targets. It is most effectively used by sweeping it across large groups of targets.
 
== ''Metroid Prime 2: Echoes'' ==


==== Darkburst ====
==== Darkburst ====
The '''Darkburst''' is the Charge Combo of the Dark Beam, and is a Single Charge Combo. It fires a slow-moving projectile, which on impact creates a blcak hole sucking in all nearby enemies.
The '''Darkburst''' is the Dark Beam's Charge Combo. It fires a single projectile. This projectile deals no damage and moves extremely slowly. However, on impact with any surface, this projectile will become stationary, drawing in surrounding enemies. These are disposed of in another dimension, removing most threats.


==== Sunburst ====
==== Sunburst ====
The '''Sunburst''' is the Charge Combo of the Light Beam, and is a Single Charge Combo. It fires a large slow-moving projectile, a sphere of intensely bright, rainbow-tinted light. It deals immense damage to the creatures of Dark Aether.
The '''Sunburst''' is the Light Beam's Charge Combo. It fires a single projectile that emits multicolored light. This projectile moves quite slowly, damaging passing targets as it does so. It deals immense damage to the creatures of Dark Aether, and has the capability to ignite foes.


==== Sonic Boom ====
==== Sonic Boom ====
The '''Sonic Boom''' is the Charge Combo of the Annihilator Beam, and is a Single Charge Combo. It fires an extremely fast projectile, so fast that it instantly appears right next to the target. The Sonic Boom creates a rift in space, damaging nearby enemies.
The '''Sonic Boom''' is the Annihilator Beam's Charge Combo. It fires a single wave of force, which travels so quickly that appears to hit its target instantaneously. The Sonic Boom creates a rift in space, and is suitable for use against multiple enemies.


[[Category:Weapons]]
[[Category:Weapons]]
[[Category:Arm Cannon]]
[[Category:Arm Cannon]]

Revision as of 07:02, 14 February 2010

File:Supermisslepowerup.jpg
Super Missle Power Up as seen in Metroid Prime

Charge Combos are weapons that essentially combine the Charge Shot and Missile Shot. They are found in Metroid Prime and Metroid Prime 2: Echoes. Aside from the Super Missile, all of them are optional. The Charge Combos are activated by fully charging the corresponding beam weapon and then firing a Missile. Most Charge Combos fire a single projectile. However, several fire a continuous stream.

Name Beam Weapon Ammunition Cost
Super Missile Power Beam 5 Missiles
Wavebuster Wave Beam 10 Missiles, 5 additional missiles per second
Ice Spreader Ice Beam 10 Missiles
Flamethrower Plasma Beam 10 Missiles, 5 additional missiles per second
Darkburst Dark Beam 5 Missiles and 30 Dark Ammo
Sunburst Light Beam 5 Missiles and 30 Light Ammo
Sonic Boom Annihilator Beam 5 Missiles, 30 Light Ammo, and 30 Dark Ammo

Super Missile

File:Supermisslemetroidprime.png
Super Missle as seen in Metroid Prime on the Wii

The Super Missile is the Charge Combo of the Power Beam. It fires a more powerful version of the standard missile. Samus does not attain this until after finding the Wave Beam. The Super Missile is the single most useful and essential Charge Combo in the entire game. Before this combo is attained, several enemies that could only take Power Beam damage were oftentimes very difficult and time consuming to kill. With this combo the game is much easier to progress through.

Wavebuster

The Wavebuster is the Wave Beam's Charge Combo. It fires a stream of electricity, automatically locking onto and causing continuous damage to a single target. If the target dies or moves out of its range, the Wavebuster will automatically choose a new target. It is capable of paralyzing enemies.

Ice Spreader

The Ice Spreader is the Ice Beam's Charge Combo. It fires a single missile, coating the target in ice. Because an ice sheet spreads from the point of impact, the Ice Spreader is capable of freezing multiple enemies.

Flamethrower

The Flamethrower is the Plasma Beam's Charge Combo. It creates a continuous stream of fire, causing severe damage to targets. It is most effectively used by sweeping it across large groups of targets.

Darkburst

The Darkburst is the Dark Beam's Charge Combo. It fires a single projectile. This projectile deals no damage and moves extremely slowly. However, on impact with any surface, this projectile will become stationary, drawing in surrounding enemies. These are disposed of in another dimension, removing most threats.

Sunburst

The Sunburst is the Light Beam's Charge Combo. It fires a single projectile that emits multicolored light. This projectile moves quite slowly, damaging passing targets as it does so. It deals immense damage to the creatures of Dark Aether, and has the capability to ignite foes.

Sonic Boom

The Sonic Boom is the Annihilator Beam's Charge Combo. It fires a single wave of force, which travels so quickly that appears to hit its target instantaneously. The Sonic Boom creates a rift in space, and is suitable for use against multiple enemies.